Zeratul, the Dark Prelate is an extremely agile Hero who can slip in and out of combat with ease. Shrouding himself with a cloak lends him
invisibility broken only upon entering combat, allowing him to traverse the map
virtually unseen. Zeratul's signature Blink ability lets him
jump instantly from one location to another on a short cooldown, with no frills involved. This remarkable ability opens avenues for incredible plays, allowing the player to showcase his skill. While indeed a slippery foe, Zeratul is no slacker in combat either. Singularity Spike gives him the ability to throw
bolts of dark energy that explode and slow the target after a short duration, while Cleave
ruthlessly slices all enemies around him. Come level 10, Zeratul gets the choice between two abilities: one allows him to become an even more
relentless hunter of his enemies, while the other
conjures a temporal prison that affects all but himself.
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Block |
Greater Cleave |
Rapid Displacement |
Regeneration Master |
Seasoned Marksman |
Greater Cleave: While this talent seems like a "newb trap" at first glance, the base radius of
Cleave is just so small that this talent is quite useful. It allows you to be more than a couple of inches from your enemy and still hit them with
Cleave, and ensures you will hit every minion in a wave. It can definitely be replaced with others in this tier, however it makes your base damaging move much more reliable.
Rapid Displacement: This is the talent I recommend for those who have tried Greater Cleave and found it lacking for them. The 15% cooldown reduction on
Blink will doubtless save your life every now and then, and so I value both of these talents roughly the same.
Block: Many Heroes have access to
Block and it is pretty meh in general. Take it against an enemy
Nova to protect yourself from
Anti-Armor Shells, but otherwise not recommended.
Seasoned Marksman: Zeratul is not a Hero who will benefit very much from extended auto attack fights. Furthermore, you will be roaming often across the map looking for kills, and thus will not be sticking around a lane to stack this up enough to be meaningful.
Regeneration Master: Zeratul is not a tank. Do not take this.
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Focused Attack |
Vampiric Assault |
Gathering Power |
Sustained Anomaly |
Vorpal Blade |
Gathering Power: Sorry guys, there are some interesting talents on this tier, but I'm going to be the killjoy who says that the most boring one is the best. For as long as you can stay alive with 6 takedowns,
Gathering Power gives you 20% more ability damage. That's 20% more damage on
Cleave, 20% more damage on
Singularity Spike, and 20% more damage on
Double Bombs. It doesn't sound like much, but it adds up, and it's better than the other talents in this tier.
Sustained Anomaly: I've only recently started picking up this talent every now and again, and am starting to enjoy it. It certainly has its uses (
Sustained Anomaly +
Cleave = insane wave clear,
Sustained Anomaly +
Double Bombs +
Void Prison combos, ranged wave clear, AoE slow potential), however I feel that
Gathering Power still provides optimal single target damage allowing you to kill your target as quickly as possible.
Focused Attack: This talent is alright on Heroes who auto attack a lot, but Zeratul doesn't like to sit around and whack things for too long, so this doesn't do much.
Vampiric Assault: Mediocre sustain at best, and not very good for the same reason as
Focused Attack
Vorpal Blade: This ability seems fun. It does, and I want it to be. However, Zeratul just does not have enough of a problem sticking to targets that he needs this talent. Between
Blink,
Wormhole, and
Bolt of the Storm, you'll have enough movement abilities to keep track of.
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Follow Through |
Rending Cleave |
Shadow Spike |
First Aid |
Searing Attacks |
Searing Attacks: Blatant burst damage ability for a stealthy assassin? Yes, please! It has a low enough cooldown, and the minor cost is insignificant (90 if you manage to get off all 6 auto-attacks during its time period, which is unlikely). The only thing left to talk about is to compare it to the rest of this tier.
Rending Cleave: The only other option in this tier to possibly compare to
Searing Attacks. Even with full stacks of gathering power,
Rending Cleave loses to
Searing Attacks if at least two auto-attacks are made. However,
Rending Cleave is always active, and works off of
Cleave, which is an AoE. It will therefore do more damage in teamfight scenarios and does more damage when clearing minions and weak mercs. I consider the burst damage of
Searing Attacks to be more valuable overall, however this may be a preference for some people.
Follow Through: The damage bonus here is laughably inferior to the above two options.
First Aid: You are not
Illidan who endures a fight and needs this healing. You are an assassin who can leave the fight when he needs to, so this talent is unnecessary.
Shadow Spike: This talent sounds decent on paper, however not much is accomplished by staying cloaked after throwing out a spike, and the 20% range boost is nothing compared to the above damage options.
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Void Prison |
Shadow Assault |
Void Prison: This spell has so many uses, I'm going to give it its own section further down in the guide. Long story short, its uses are limited only by your imagination. Its probably the highest skillcap ability in the game, but there's no better payoff when you get it just right.
Shadow Assault: We've all used this spell at least once during our first Zeratul game, and, if you're anything like me, loved the way you dashed over and over again until someone died. Alas, as fun as it is, it simply can't compare to the utility afforded by
Void Prison. Furthermore, Zeratul doesn't really need the sticking power, the attack speed boost isn't that massive, the duration is fairly short, and it doesn't get the life steal that it needs until you reach level 20. Regardless, it receives a situational tag because it's ok to use for those games when no one is coordinated and you can simply hunt throughout the map and catch people out by themselves, using this ability to give them no chance of survival.
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Giant Killer |
Burning Rage |
Wormhole |
Assassin's Blade |
Spell Shield |
Wormhole: For once, a talent that looks amazing, and actually is! Lets you perform amazing jukes, quickly kill an
Abathur hiding behind a gate, poke a team with a
Cleave and get out without taking damage...the list goes on. A very fun ability that greatly enhances your mobility.
Assassin's Blade: This talent is the aggressive option of the tier, and is your alternative for when you feel like you need damage more than you need the mobility provided by
Wormhole. The boost isn't too drastic, however it procs every time you leave cloak...which means it will almost always be up when you need it. The movement speed boost is simply icing.
Spell Shield: A tier with 3 viable options? Decisions, decisions.
Spell Shield is a niche pick that should be chosen based on the enemy team when you find ability burst to be a big concern. Use your best judgement, but consider it especially against
Nova,
Jaina,
Tyrael, and
Falstad.
Giant Killer: Against Heroes, this talent doesn't provide much less damage than
Assassin's Blade, and it doesn't rely on recently breaking stealth. However, since you'll be leaving stealth so often, and
Giant Killer works ONLY on Heroes, this talent is inferior.
Burning Rage: Damage aura on someone who
doesn't want to sit in the middle of the fight? Never pick this.
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Executioner |
Void Slash |
Double Bombs |
Stoneskin |
Berserk |
Double Bombs: HUGE damage boost, and can extend the slow to up to 6 seconds on one target! If you chose
Sustained Anomaly, even more hijinks will ensue. This is a beautiful ability and puts the rest of this tier to shame.
Berserk: ONLY take this if you're following the second build, focused on auto attacking with
Shadow Assault as your Heroic ability. NOT comparable to
Double Bombs unless this is the case.
Void Slash: 30% increased damage on
Cleave, or 100% increased damage on
Singularity Spike?
Stoneskin: If you needed the survivability,
Spell Shield should have been more than enough.
Executioner: Outclassed in damage by the two recommended options.
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Fury of the Storm |
Bolt of the Storm |
Nerazim Fury |
Protective Prison |
Bolt of the Storm: A second Blink, albeit with a much longer cooldown. Not entirely needed, given the mobility you already have, however by this point it allows you to counter other players with
Bolt of the Storm, and lets you make even more impressive plays. Regardless, it's the only viable option in this tier, assuming you went with
Void Prison.
Nerazim Fury: If you picked
Shadow Assault, take this.
Protective Prison: Really doesn't help at all. Could also for repositioning of any allies that would have gotten caught inside, but as they would have been invulnerable anyway, this talent is pretty pointless. It also means you can't use
Void Prison for situations in which trapping an ally would save their life.
Fury of the Storm: This talent is terrible on almost every Hero, ESPECIALLY
Zeratul. Its only purpose is to pad the damage meters.
In every map, you'll ideally want to station yourself initially in front of the middle lane. If no one else comes with you, ask politely if one of them would do so. Once the game begins, keep a careful eye on the map to determine what their lanes are. If it looks like a fight is happening or soon to occur, immediately head towards that lane to help. In this part of the game, you want to spend your time moving around the map as much as possible. Doing so will keep the enemy team wary of you, and thus play worse than they would otherwise. You should not stay in any lane longer than to finish a gank, and possibly
Cleave the minion wave to help your allies push.
Ganking
Unless your allies are pushed back all the way to your towers, you'll want to enter the lane through the brush closest to the enemy towers, coming from behind them. Identify the most vulnerable target, and ping them so your team focuses their attacks. If you move swiftly, you can be on top of your target before they notice you, at which point you should auto-attack,
Cleave, and
Singularity Spike them as fast as possible. If you have
Searing Attacks, activate that before your first auto-attack as well. If they attempt to get away, think for a moment whether a
Blink would assure you the kill, or simply end in your death by turret. You should rarely trade your life for theirs if it comes to that, as since they were already low on health, they would waste time going back to base anyway. Never dive behind a gate unless you would be able to get at least 2 kills, or you have
Wormhole.
The mid game is the most complex part of the match, comprising aspects of ganking, teamfighting, mercs, and objectives. By this point in the game, a couple sets of towers have fallen, and people are no longer staying in assigned lanes. Your role now depends on which map you are in, so look down to map-specific strategies for more information.
The late game is the part of the game where
Void Prison really shines, and allows you to have a huge contribution to any fight, in addition to your high damage. Proper use of this ability cuts down the danger of leaping into a 5v5 brawl, allowing you to turn a skirmish in your favor.
Your
Cleave lets you push minion waves quite quickly, however you will take quite a bit of damage attempting to take mercenary camps on your own. An important aspect of this stage of the game is making sure not to get caught by the other team, as this puts your team at a 4v5 disadvantage and opens you to being pushed on.
Anyone who has played DotA 2 should recognize the technique of disjointing projectiles. Essentially, some projectiles shoot at the point where your player is located, and if you use
Blink while these projectiles are in the air, you will not take damage and the projectile will dissipate. The most notable example is dodging turret shots, as shown in the above clip, however certain ranged auto-attacks are also affected.
In HotS, two units cannot occupy the same place. We can abuse this mechanic, along with the games many narrow passageways, to trap an enemy and assure their death. Pictures speak louder than words, so below are examples of locations where this technique can be useful.
Red lines show the way an enemy may try to escape, and the
green circles are where you can place yourself to prevent them from doing so.
In addition to these spots, body-blocking can be used to a lesser extent when an enemy is simply going around a corner, as you can increase their travel time by getting in their way.
Orb-walking is a technique that you will again recognize coming from DotA 2, and is more commonly associated with ranged carries. If you right click on a target to attack them, and they start to move away, you will attack, then follow, attack, then follow, etc. However, each time you attack, there is a brief delay before you start to move again, which allows your target to get out of range. Orb-walking is when you issue a movement command immediately after your auto-attack damage is dealt, minimizing the amount of time you stand still to attack. Practicing this skill allows you to stick to your target much better, and deal more damage.
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